/***************************************************************************
# Copyright (c) 2018, NVIDIA CORPORATION. All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions
# are met:
#  * Redistributions of source code must retain the above copyright
#    notice, this list of conditions and the following disclaimer.
#  * Redistributions in binary form must reproduce the above copyright
#    notice, this list of conditions and the following disclaimer in the
#    documentation and/or other materials provided with the distribution.
#  * Neither the name of NVIDIA CORPORATION nor the names of its
#    contributors may be used to endorse or promote products derived
#    from this software without specific prior written permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
# EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
# IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
# PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
# CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
***************************************************************************/
#include "stdafx.h"
#include "ResourceViews.h"

namespace Falcor
{
    static NullResourceViews gNullViews;
    ResourceWeakPtr getEmptyTexture();

    void createNullViews()
    {
        gNullViews.srv = ShaderResourceView::create(getEmptyTexture(), 0, 1, 0, 1);
        gNullViews.dsv = DepthStencilView::create(getEmptyTexture(), 0, 0, 1);
        gNullViews.uav = UnorderedAccessView::create(getEmptyTexture(), 0, 0, 1);
        gNullViews.rtv = RenderTargetView::create(getEmptyTexture(), 0, 0, 1);
        gNullViews.cbv = ConstantBufferView::create(ResourceWeakPtr());
    }

    void releaseNullViews()
    {
        gNullViews = {};
    }

    ShaderResourceView::SharedPtr  ShaderResourceView::getNullView()  { return gNullViews.srv; }
    DepthStencilView::SharedPtr    DepthStencilView::getNullView()    { return gNullViews.dsv; }
    UnorderedAccessView::SharedPtr UnorderedAccessView::getNullView() { return gNullViews.uav; }
    RenderTargetView::SharedPtr    RenderTargetView::getNullView()    { return gNullViews.rtv;}
    ConstantBufferView::SharedPtr  ConstantBufferView::getNullView()  { return gNullViews.cbv;}

    SCRIPT_BINDING(ResourceView)
    {
        m.regClass(ShaderResourceView);
        m.regClass(RenderTargetView);
        m.regClass(UnorderedAccessView);
        m.regClass(ConstantBufferView);
        m.regClass(DepthStencilView);
    }
}
